﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public partial class HairGen 
{
    public TrailRenderer trail;

    [HideInInspector] public List<Hair> hairs;
     public Transform focus;
    [HideInInspector] public float moveDistInterval = 1f;

    Vector2 pos2dPrev;
    List<Vector2> pos2dList;
    List<Vector3> posList;

    public float length;
    public float bonePerLength = 5;
    public float vertsPerLength = 15;
    public float hairWidth = 0.1f;
    public float lengthToWidthAddFactor = 0.03f;
    public float hairThickness = 0.065f;
    public float lengthToThicknessAddFactor = 0.03f;

    [HideInInspector] public float cameraZoffset = 1f;

    [HideInInspector] public Curve2 curveBoneLength;
    [HideInInspector] public Curve2 curveWidth;
    [HideInInspector] public Curve2 curveThickness;
    [HideInInspector] public Curve2 curveCrsSecFront;
    [HideInInspector] public Curve2 curveCrsSecBack;


    public float lengthProjFactor = 0.8f; //在屏幕投射头发时，因为长度本身有一定误差，乘以系数防止超出实际长度

    public Material hairMat;
    public Color colorHairSel = Color.cyan;

    [HideInInspector] public List<Hair> list; //hairs to process in Update, not important

    public int curve3Accuracy = 100;
}
